﻿partial class CustomRenderPipelineAsset {

#if UNITY_EDITOR

	static string[] renderingLayerNames;

	static CustomRenderPipelineAsset () {
		renderingLayerNames = new string[31];
		for (int i = 0; i < renderingLayerNames.Length; i++) {
			renderingLayerNames[i] = "Layer " + (i + 1);
		}
	}

	public override string[] renderingLayerMaskNames => renderingLayerNames;

#endif
}